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Endmateria

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About Endmateria

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  1. Yeah, that game was a beautiful tragedy... the original code not being designed to properly handle multi-core processors and all. Still, that game had something addictive that Cities: Skylines can't touch. Memories haha. But in regards to the OP, as nice as it is having everything properly sorted by function... I'd probably go with whatever is easiest for you guys to update. If every modder has his own tab in MM, that makes less work every time the Megamod has to be updated/recompiled right? It also gives modders the attention they deserve while leaving the original vanilla toolbar nice and clean as Ketchup was saying, as well as the fact that it frees up more toolbar space for future mod growth as Paeng was saying. Sorry this is just from a user's perspective, but if I were a modder, and I was thinking "long term", then I'd probably be thinking expediency over function.... as I imagine it will get tedious having to update MM every time 1 of the 200 mods included has/needs an update.
  2. Yeah, it's a baby conflict, but I thought it worth mentioning. Thanks @Necora
  3. Here is a pic of the two different hemp plants in the trade items menu. Screenshot13.bmp
  4. I originally posted this bug in the wrong place (under the Legalized Marijuana 3 mod) so I'm moving it here for correction. I'm playing with Banished 1.0.7, CC 1.7.3, MM 0.07, and the 1.0.7 megamod patch. With this setup, I have two different seeds ingame, "hemp" and "hemp plant". Hemp seeds produce "hemp 1", Hemp plant seeds produce "hemp 2". Hemp 1 works with the ropery, hemp 2 does not. Here is a pic of the two different hemps in the inventory menu. Notice, similar icon, but different item id. If they had the same item id, there would only be a single stack of hemp in my inventory, rather than two. Screenshot15.bmp
  5. @Johntodd I think we got confused here, we're both reporting two separate bugs. Nothing I posted is directed at fixing your issue, but towards the Black Liquid Team.
  6. Yep, yep... is it your mod?
  7. Speaking of which, are you the same Paeng that made all of those epic mods/addons for Simcity 4? If so, then a big thanks are in order... your work is great, I downloaded a ton of your stuff for that game! hahaha.
  8. To make it less abstract... two different seeds, hemp and hemp plant. Hemp seeds produce "hemp 1", Hemp plant seeds produce "hemp 2". Hemp 1 works with the ropery, hemp 2 does not. Here is a pic of the two different hemps in the inventory menu. Notice, similar icon, but different item id. If they had the same item id, there would only be a single stack of hemp in my inventory, rather than two. Screenshot15.bmp
  9. Here is a pic of the two different hemp types in my seeds menu. Notice there is Hemp, and then there is Hemp plant. "Hemp plant" is the one that doesn't work with the ropery (and probably other buildings that use CC's version of hemp). Screenshot13.bmp
  10. This issue isn't the curing barn, it's that the resource being produced by the "hemp plant" (wherever that comes from) has a different item id than the resource produced by CC's hemp. So 2 different hemp seeds, producing 2 different hemp resources that do not work universally with any/all buildings that process hemp. The curing barn is redundant, I only brought up the curing barn in reference to the mod thread we're posting on, which is irrelevant cuz I don't even have legalized marijuana installed. Also, I said that because I'm not sure what the "hemp plant's" resource is actually for yet, didn't get that far, just noticed that it didn't work with the ropery. In all honestly though, I should have just posted this in the general MM bugs section where it rightfully belongs to avoid any confusion as to the real issue, but it's a little late for that now.
  11. And I could've sworn that when I originally purchased the seeds, that they were called "cannabis seeds" though they show up as "hemp plant" in the trade items menu. I could be wrong about that though, and I didn't start a new game to repurchase them/double check, so I'm sorry if my OP was misleading.
  12. K, I did some more testing. To answer your questions, I'm only using the mods I listed... no Maritimes, so this crop is probably being added by MM. It's called "Hemp Plant" and has no green box around the icon as opposed to the normal "Hemp" that I think is added by CC. So 2 different hemps. The normal CC hemp works fine with the ropery. The "hemp plant" does not. Unfortunately, though the different hemps don't stack on top of each other in the inventory menu, they do share the same icon (leaving one confused about which hemp is which). I know everything I'm saying is kinda abstract, here's some pics. Screenshot15.bmp Screenshot13.bmp
  13. Hey Kraylerg, I don't know if this issue is tied to this specific mod, but the hemp that my field is producing can't be used to make rope (Hemp++) at the ropery. It's derived from the "cannabis seed/crop", and I don't know if that comes from this specific mod or some other mod in CC/MM. I know there are regular "hemp seeds" that probably do work in the ropery... so I guess the issue is, 2 different crops (cannabis and regular hemp) both produce "hemp" while making no distinction between the two in the general inventory. I haven't thoroughly investigated all the ins and outs of this, but I thought I'd jump the gun and ask anyways (gonna do more testing on it today). As is, I've got 12,000 hemp, and the roper won't touch it, though I'm sure the curing barn will. Could be my mod setup of course... Banished 1.0.7, Journey 1.7.3, MegaMod 0.07, Megamod 1.0.7 patch.